background preloader

Dungeon Crawl Stone Soup

Dungeon Crawl Stone Soup
Dungeon Crawl Stone Soup is an open-source, single-player, role-playing roguelike game of exploration and treasure-hunting in dungeons filled with dangerous and unfriendly monsters in a quest to rescue the mystifyingly fabulous Orb of Zot. Read moreā€¦ The Game Dungeon Crawl Stone Soup can be downloaded to play offline or played online on public telnet/ssh/websocket servers, thanks to our kind volunteer server admins. Have a look at the screenshot section! Latest News Latest Posts from our Blog Contact Stone Soup has an active community with a lot of places for discussions: In the Tavern, and on other popular web forums such as Bay 12 Games, Something Awful, and the DCSS subreddit, in several discords including the #dcss channel in the roguelikes discord, and in ##crawl on Freenode IRC. In the past, the GameSpite forum, and the usenet group rec.games.roguelike.misc also were used for discussion, but they have since fallen out of use. See the Credits.

Bay 12 Games: Dwarf Fortress 02/06/2019 Various consolidation and small moves to start the month. I traced accounts for embezzlement networks and smoothed out some rough edges there, and made sure the mercenary groups based on organized religions (as opposed to generic worship) functioned correctly. I also fixed some frequency issues with religions and updated the November update to temple profaning to make it compatible with upcoming religious strife. Ruining random temples no longer matters to the deity.

RogueBasin COLUMN: @Play: The Eight Rules of Roguelike Design ['@ Play' is a monthly column by John Harris which discusses the history, present and future of the Roguelike dungeon exploring genre.] Back in November, in the previous @Play column, I mentioned a number of proposed rules of roguelike design, and promised soon to describe them. It's taken a bit longer than I expected, but here they are. I call these rules for rhetorical purposes only. I don't think there are any inviolate laws of game design. Maybe not to all roguelike games; some of these have to do with designing a good item identification system, for instance, and many of the more recent games do not use that. I use the term "reasonable play" several times here. f you're down to one hit point, even slight damage could kill you, and some games have items that do piddling damage, so don't do that either. Now, while a bad effect is active, it's possible for a previously out-of-sight monster to walk up and start hitting the player. Of course game design is not a science. 1. 2. 3. 4. 5.

Related: